| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487 |
- #ifndef NO_OPENGL3
- #include "GLPrimitiveRenderer.h"
- #include "GLPrimInternalData.h"
- #include "Bullet3Common/b3Scalar.h"
- #include "LoadShader.h"
- static const char *vertexShader3D =
- "#version 150 \n"
- "\n"
- "uniform mat4 viewMatrix, projMatrix;\n"
- "in vec4 position;\n"
- "in vec4 colour;\n"
- "out vec4 colourV;\n"
- "\n"
- "in vec2 texuv;\n"
- "out vec2 texuvV;\n"
- "\n"
- "\n"
- "void main (void)\n"
- "{\n"
- " colourV = colour;\n"
- " gl_Position = projMatrix * viewMatrix * position ;\n"
- " texuvV=texuv;\n"
- "}\n";
- static const char *fragmentShader3D =
- "#version 150\n"
- "\n"
- "uniform vec2 p;\n"
- "in vec4 colourV;\n"
- "out vec4 fragColour;\n"
- "in vec2 texuvV;\n"
- "\n"
- "uniform sampler2D Diffuse;\n"
- "\n"
- "void main(void)\n"
- "{\n"
- " vec4 texcolor = texture(Diffuse,texuvV);\n"
- " if (p.x==0.f)\n"
- " {\n"
- " texcolor = vec4(1,1,1,texcolor.x);\n"
- " }\n"
- " fragColour = colourV*texcolor;\n"
- "}\n";
- static unsigned int s_indexData[6] = {0, 1, 2, 0, 2, 3};
- #define MAX_VERTICES2 8192
- struct PrimInternalData2
- {
- PrimInternalData2()
- : m_numVerticesText(0),
- m_numVerticesRect(0)
- {
- }
- int m_numVerticesText;
- int m_numVerticesRect;
- PrimVertex m_verticesText[MAX_VERTICES2];
- PrimVertex m_verticesRect[MAX_VERTICES2];
- };
- GLPrimitiveRenderer::GLPrimitiveRenderer(int screenWidth, int screenHeight)
- : m_screenWidth(screenWidth),
- m_screenHeight(screenHeight)
- {
- m_data = new PrimInternalData;
- m_data2 = new PrimInternalData2;
- m_data->m_shaderProg = gltLoadShaderPair(vertexShader3D, fragmentShader3D);
- m_data->m_viewmatUniform = glGetUniformLocation(m_data->m_shaderProg, "viewMatrix");
- if (m_data->m_viewmatUniform < 0)
- {
- b3Assert(0);
- }
- m_data->m_projMatUniform = glGetUniformLocation(m_data->m_shaderProg, "projMatrix");
- if (m_data->m_projMatUniform < 0)
- {
- b3Assert(0);
- }
- m_data->m_positionUniform = glGetUniformLocation(m_data->m_shaderProg, "p");
- if (m_data->m_positionUniform < 0)
- {
- b3Assert(0);
- }
- m_data->m_colourAttribute = glGetAttribLocation(m_data->m_shaderProg, "colour");
- if (m_data->m_colourAttribute < 0)
- {
- b3Assert(0);
- }
- m_data->m_positionAttribute = glGetAttribLocation(m_data->m_shaderProg, "position");
- if (m_data->m_positionAttribute < 0)
- {
- b3Assert(0);
- }
- m_data->m_textureAttribute = glGetAttribLocation(m_data->m_shaderProg, "texuv");
- if (m_data->m_textureAttribute < 0)
- {
- b3Assert(0);
- }
- loadBufferData();
- }
- void GLPrimitiveRenderer::loadBufferData()
- {
- PrimVertex vertexData[4] = {
- PrimVertex(PrimVec4(-1, -1, 0.0, 1.0), PrimVec4(1.0, 0.0, 0.0, 1.0), PrimVec2(0, 0)),
- PrimVertex(PrimVec4(-1, 1, 0.0, 1.0), PrimVec4(0.0, 1.0, 0.0, 1.0), PrimVec2(0, 1)),
- PrimVertex(PrimVec4(1, 1, 0.0, 1.0), PrimVec4(0.0, 0.0, 1.0, 1.0), PrimVec2(1, 1)),
- PrimVertex(PrimVec4(1, -1, 0.0, 1.0), PrimVec4(1.0, 1.0, 1.0, 1.0), PrimVec2(1, 0))};
- glGenVertexArrays(1, &m_data->m_vertexArrayObject);
- glBindVertexArray(m_data->m_vertexArrayObject);
- glGenBuffers(1, &m_data->m_vertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(PrimVertex), vertexData, GL_DYNAMIC_DRAW);
- glGenVertexArrays(1, &m_data->m_vertexArrayObject2);
- glBindVertexArray(m_data->m_vertexArrayObject2);
- glGenBuffers(1, &m_data->m_vertexBuffer2);
- glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer2);
- glBufferData(GL_ARRAY_BUFFER, MAX_VERTICES2 * sizeof(PrimVertex), 0, GL_DYNAMIC_DRAW);
- b3Assert(glGetError() == GL_NO_ERROR);
- glGenBuffers(1, &m_data->m_indexBuffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(int), s_indexData, GL_STATIC_DRAW);
- unsigned int indexData[MAX_VERTICES2 * 2];
- int count = 0;
- for (int i = 0; i < MAX_VERTICES2; i += 4)
- {
- indexData[count++] = i;
- indexData[count++] = i + 1;
- indexData[count++] = i + 2;
- indexData[count++] = i;
- indexData[count++] = i + 2;
- indexData[count++] = i + 3;
- }
- glGenBuffers(1, &m_data->m_indexBuffer2);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer2);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(int), indexData, GL_STATIC_DRAW);
- glEnableVertexAttribArray(m_data->m_positionAttribute);
- glEnableVertexAttribArray(m_data->m_colourAttribute);
- b3Assert(glGetError() == GL_NO_ERROR);
- glEnableVertexAttribArray(m_data->m_textureAttribute);
- glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
- glVertexAttribPointer(m_data->m_colourAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
- glVertexAttribPointer(m_data->m_textureAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4) + sizeof(PrimVec4)));
- b3Assert(glGetError() == GL_NO_ERROR);
- glActiveTexture(GL_TEXTURE0);
- GLubyte *image = new GLubyte[256 * 256 * 3];
- for (int y = 0; y < 256; ++y)
- {
- // const int t=y>>5;
- GLubyte *pi = image + y * 256 * 3;
- for (int x = 0; x < 256; ++x)
- {
- if (x < y) //x<2||y<2||x>253||y>253)
- {
- pi[0] = 255;
- pi[1] = 0;
- pi[2] = 0;
- }
- else
- {
- pi[0] = 255;
- pi[1] = 255;
- pi[2] = 255;
- }
- pi += 3;
- }
- }
- glGenTextures(1, (GLuint *)&m_data->m_texturehandle);
- glBindTexture(GL_TEXTURE_2D, m_data->m_texturehandle);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
- glGenerateMipmap(GL_TEXTURE_2D);
- b3Assert(glGetError() == GL_NO_ERROR);
- delete[] image;
- }
- GLPrimitiveRenderer::~GLPrimitiveRenderer()
- {
- glBindTexture(GL_TEXTURE_2D, 0);
- glUseProgram(0);
- glBindTexture(GL_TEXTURE_2D, 0);
- glDeleteProgram(m_data->m_shaderProg);
- delete m_data;
- delete m_data2;
- }
- void GLPrimitiveRenderer::drawLine()
- {
- }
- void GLPrimitiveRenderer::drawRect(float x0, float y0, float x1, float y1, float color[4])
- {
- b3Assert(glGetError() == GL_NO_ERROR);
- glActiveTexture(GL_TEXTURE0);
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindTexture(GL_TEXTURE_2D, m_data->m_texturehandle);
- b3Assert(glGetError() == GL_NO_ERROR);
- drawTexturedRect(x0, y0, x1, y1, color, 0, 0, 1, 1);
- b3Assert(glGetError() == GL_NO_ERROR);
- }
- void GLPrimitiveRenderer::drawTexturedRect3D(const PrimVertex &v0, const PrimVertex &v1, const PrimVertex &v2, const PrimVertex &v3, float viewMat[16], float projMat[16], bool useRGBA)
- {
- //B3_PROFILE("GLPrimitiveRenderer::drawTexturedRect3D");
- b3Assert(glGetError() == GL_NO_ERROR);
- glUseProgram(m_data->m_shaderProg);
- glUniformMatrix4fv(m_data->m_viewmatUniform, 1, false, viewMat);
- glUniformMatrix4fv(m_data->m_projMatUniform, 1, false, projMat);
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer);
- glBindVertexArray(m_data->m_vertexArrayObject);
- bool useFiltering = false;
- if (useFiltering)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
- else
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- }
- PrimVertex vertexData[4] = {
- v0, v1, v2, v3};
- glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * sizeof(PrimVertex), vertexData);
- b3Assert(glGetError() == GL_NO_ERROR);
- PrimVec2 p(0.f, 0.f); //?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
- if (useRGBA)
- {
- p.p[0] = 1.f;
- p.p[1] = 1.f;
- }
- glUniform2fv(m_data->m_positionUniform, 1, (const GLfloat *)&p);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- b3Assert(glGetError() == GL_NO_ERROR);
- glEnableVertexAttribArray(m_data->m_positionAttribute);
- b3Assert(glGetError() == GL_NO_ERROR);
- glEnableVertexAttribArray(m_data->m_colourAttribute);
- b3Assert(glGetError() == GL_NO_ERROR);
- glEnableVertexAttribArray(m_data->m_textureAttribute);
- glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
- glVertexAttribPointer(m_data->m_colourAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
- glVertexAttribPointer(m_data->m_textureAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4) + sizeof(PrimVec4)));
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer);
- //glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- int indexCount = 6;
- b3Assert(glGetError() == GL_NO_ERROR);
- glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindVertexArray(0);
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- b3Assert(glGetError() == GL_NO_ERROR);
- //glDisableVertexAttribArray(m_data->m_textureAttribute);
- b3Assert(glGetError() == GL_NO_ERROR);
- glUseProgram(0);
- b3Assert(glGetError() == GL_NO_ERROR);
- }
- void GLPrimitiveRenderer::drawTexturedRect3D2Text(bool useRGBA)
- {
- drawTexturedRect3D2(&m_data2->m_verticesText[0], m_data2->m_numVerticesText, useRGBA);
- m_data2->m_numVerticesText = 0;
- }
- void GLPrimitiveRenderer::drawTexturedRect3D2(PrimVertex *vertices, int numVertices, bool useRGBA)
- {
- //B3_PROFILE("drawTexturedRect3D2");
- if (numVertices == 0)
- {
- return;
- }
- //B3_PROFILE("GLPrimitiveRenderer::drawTexturedRect3D");
- b3Assert(glGetError() == GL_NO_ERROR);
- float identity[16] = {1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1};
- glUseProgram(m_data->m_shaderProg);
- glUniformMatrix4fv(m_data->m_viewmatUniform, 1, false, identity);
- glUniformMatrix4fv(m_data->m_projMatUniform, 1, false, identity);
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer2);
- glBindVertexArray(m_data->m_vertexArrayObject2);
- bool useFiltering = false;
- if (useFiltering)
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
- else
- {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- }
- /* PrimVertex vertexData[4] = {
- v0,v1,v2,v3
- };
- */
- glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices * sizeof(PrimVertex), vertices);
- b3Assert(glGetError() == GL_NO_ERROR);
- PrimVec2 p(0.f, 0.f); //?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
- if (useRGBA)
- {
- p.p[0] = 1.f;
- p.p[1] = 1.f;
- }
- glUniform2fv(m_data->m_positionUniform, 1, (const GLfloat *)&p);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- b3Assert(glGetError() == GL_NO_ERROR);
- glEnableVertexAttribArray(m_data->m_positionAttribute);
- b3Assert(glGetError() == GL_NO_ERROR);
- glEnableVertexAttribArray(m_data->m_colourAttribute);
- b3Assert(glGetError() == GL_NO_ERROR);
- glEnableVertexAttribArray(m_data->m_textureAttribute);
- glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
- glVertexAttribPointer(m_data->m_colourAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
- glVertexAttribPointer(m_data->m_textureAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4) + sizeof(PrimVec4)));
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer2);
- //glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- int indexCount = (numVertices / 4) * 6;
- b3Assert(glGetError() == GL_NO_ERROR);
- glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindVertexArray(0);
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- b3Assert(glGetError() == GL_NO_ERROR);
- //glDisableVertexAttribArray(m_data->m_textureAttribute);
- b3Assert(glGetError() == GL_NO_ERROR);
- glUseProgram(0);
- b3Assert(glGetError() == GL_NO_ERROR);
- }
- void GLPrimitiveRenderer::drawTexturedRect2a(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA)
- {
- PrimVertex vertexData[4] = {
- PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v0)),
- PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v1)),
- PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v1)),
- PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v0))};
- // int sz = m_data2->m_numVerticesText;
- m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[0];
- m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[1];
- m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[2];
- m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[3];
- if (m_data2->m_numVerticesRect >= MAX_VERTICES2)
- {
- flushBatchedRects();
- }
- }
- void GLPrimitiveRenderer::flushBatchedRects()
- {
- if (m_data2->m_numVerticesRect == 0)
- return;
- glActiveTexture(GL_TEXTURE0);
- b3Assert(glGetError() == GL_NO_ERROR);
- glBindTexture(GL_TEXTURE_2D, m_data->m_texturehandle);
- drawTexturedRect3D2(m_data2->m_verticesRect, m_data2->m_numVerticesRect, 0);
- m_data2->m_numVerticesRect = 0;
- }
- void GLPrimitiveRenderer::drawTexturedRect2(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA)
- {
- PrimVertex vertexData[4] = {
- PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v0)),
- PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v1)),
- PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v1)),
- PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v0))};
- // int sz = m_data2->m_numVerticesText;
- m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[0];
- m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[1];
- m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[2];
- m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[3];
- if (m_data2->m_numVerticesText >= MAX_VERTICES2)
- {
- drawTexturedRect3D2(m_data2->m_verticesText, m_data2->m_numVerticesText, useRGBA);
- m_data2->m_numVerticesText = 0;
- }
- }
- void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA)
- {
- float identity[16] = {1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1};
- PrimVertex vertexData[4] = {
- PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v0)),
- PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v1)),
- PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v1)),
- PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v0))};
- drawTexturedRect3D(vertexData[0], vertexData[1], vertexData[2], vertexData[3], identity, identity, useRGBA);
- }
- void GLPrimitiveRenderer::setScreenSize(int width, int height)
- {
- m_screenWidth = width;
- m_screenHeight = height;
- }
- #endif
|